Search found 181 matches
- Fri Dec 15, 2023 5:29 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 38212
Re: Friday Facts #389 - Train control improvements
Good stuff, but aren't you going a bit overboard with the QoL? Part of the reason why the circuitry system was so overlooked and underutilized is because the game doesn't leave many interesting usecases outside of gimmicks. Circuits are not part of the discovery and automation gameplay loop. You can...
- Sat Jan 12, 2019 10:20 am
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 41088
Re: Did no one else notice massive nerf of tank in 0.17?
You can't have a tank balanced in both mid game AND end game without some kind of way to scale it up as the game goes on. You are forgetting the tank already does massive scaling based on additional damage / fire rate through research, unlocking new ammo like uranium rounds and production of better...
- Fri Jan 04, 2019 1:32 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 41088
Re: Did no one else notice massive nerf of tank in 0.17?
Give it defensive upgrades of some form to be able to soak damage from behemoths and you have a proper endgame vehicle. The thing is I'm not sure the tank is meant to be an endgame vehicle. It's available fairly early, and is potent well into the late mid-game. I think the tank should not stand beh...
- Wed Jan 02, 2019 4:31 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 41088
Re: Did no one else notice massive nerf of tank in 0.17?
The tank is just a vehicle, and the MG is just one of its weapons, but not the only one. I understand it is most convenient to just drop piercing rounds in the tank and ignore the other options because shells require extra automation of explosives, flamethrower on the tank is quite weak and require...
- Tue Jan 01, 2019 1:11 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 41088
Did no one else notice massive nerf of tank in 0.17?
They are planning to massively nerf the tank in 0.17. The tank had a specific issue where the tank Cannon shells would seem weak compared to all the automation and investment you would need to do to get them. Instead you can just put the Piercing rounds magazines in, and especially if you upgraded ...
- Thu Nov 22, 2018 7:21 pm
- Forum: General discussion
- Topic: Steam Best Developer nomination
- Replies: 11
- Views: 6078
Re: Steam Best Developer nomination
I had the same problem so I chose the machine thingy award instead. The "Fun with Machine" category makes sense, but I also really like to "Labor of Love" Category. The problem is it seems (IMHO) there are 3 really good categories for Factorio (assuming Wube gets their dev profil...
- Fri Nov 09, 2018 8:15 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 53266
Re: Friday Facts #268 - The modern Biter
Those are biters alright.
+1 for the legs.
+1 for the legs.
- Wed Oct 24, 2018 11:56 am
- Forum: General discussion
- Topic: Artillery train nest clearing strategy
- Replies: 26
- Views: 18437
Re: Artillery train nest clearing strategy
is there any benefit of using static turrets? it would be nice if they had e.g. a range advantage.. Point is also to have a better coverage. Plopping down an artillery turret right next to the already existent resupply station is easier, only takes an additional inserter and ensures I can manually ...
- Sat Oct 20, 2018 3:35 pm
- Forum: General discussion
- Topic: Artillery train nest clearing strategy
- Replies: 26
- Views: 18437
Re: Artillery train nest clearing strategy
- Why is that? (1) Artillery gun only holds a little over 10 shells. (2) A regular wagon delivering shells only carries 40 shells. (3) An artillery wagon carries 100 shells. So... if you are building a station and a train to deliver shells from your factory... you might as well use a train with art...
- Sat Oct 20, 2018 11:59 am
- Forum: General discussion
- Topic: Artillery train nest clearing strategy
- Replies: 26
- Views: 18437
Re: Artillery train nest clearing strategy
- To defend an already cleared area: Set a train with one or more artillery wagons on a patrol route, to stop at the artillery positions until "x" seconds of inactivity. It is simply not worth it to use static artillery turrets and deliver ammo to them. And why is that? You need a logisti...
- Thu Oct 11, 2018 5:39 pm
- Forum: Show your Creations
- Topic: Self adjusting Kovarex based on demand
- Replies: 96
- Views: 42390
Re: Self adjusting Kovarex based on demand
Perhaps I mistunderstood but this sounds like the completely unrelated standard problem of managing Kovarex enrichment so it only passes on the surplus? Didn't the blue print referenced by OP already solve that for each centrifuge individually? And I'm pretty sure a centrifuge tries to hold onto ex...
- Sat Oct 06, 2018 8:11 pm
- Forum: Show your Creations
- Topic: Self adjusting Kovarex based on demand
- Replies: 96
- Views: 42390
Re: Self adjusting Kovarex based on demand
Personally, I probably actually would use artillery. The point is that there is more than one way to skin a cat and none are more correct than the others. Believe me when I say that's understandable. I prefer to take the fun choice over whatever is considered the optimal choice myself. However when...
- Sat Oct 06, 2018 6:22 pm
- Forum: Show your Creations
- Topic: Self adjusting Kovarex based on demand
- Replies: 96
- Views: 42390
Re: Self adjusting Kovarex based on demand
I think the point of this thread got lost in the arguments. Some actually answered it, but many went off on tangents. Maybe it was my failure in the OP. Recapping the goals and elaborating a little more: 1) To use as optimized a conversion from U238 to U235 as possible with the typical features: - ...
- Sat Oct 06, 2018 6:00 pm
- Forum: Show your Creations
- Topic: Self adjusting Kovarex based on demand
- Replies: 96
- Views: 42390
Re: Self adjusting Kovarex based on demand
Once I clear the area, I will build a train station, and the train station will need nuclear fuel. Yes. A single one and it will last the train for like 5 hours playtime straight. And you might as well have cleared the area with cheap artillery. :D I'm sorry, I don't mean to ruin your parade guys b...
- Wed Oct 03, 2018 3:51 pm
- Forum: Show your Creations
- Topic: Self adjusting Kovarex based on demand
- Replies: 96
- Views: 42390
Re: Self adjusting Kovarex based on demand
- A Kovarex design that not only is build and forget, but adjusts to demand, and doesn't choke once you produce more than you need and one of the lines backs up. - For example, if you build and use a lot of Uranium ammo, Kovarex throttles down so that more of the U238 is available for it, but I'd y...
- Sun Sep 30, 2018 8:16 am
- Forum: General discussion
- Topic: How Long to Beat...
- Replies: 12
- Views: 14578
Re: How Long to Beat...
Hey guys, I just looked on howlongtobeat.com and saw Factorio had a 42 hour 29 mins average time for the main story. Do you guys think this is fair, or should it be lower/higher? There is no main story campaign. Just some lore and setting providing tutorial campaign for what is otherwise a complete...
- Fri Sep 21, 2018 4:43 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 46049
Re: Friday Facts #261 - Performance + New player interaction
If I may give you some advise for your tutorial problem from what I've learned in interface design: User agency is important Being in full control of the process at any given time is important for interfaces in general. This includes making sure the program doesn't skip too many steps and generally ...
- Sun Sep 16, 2018 11:07 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 133879
Re: Friday Facts #260 - New fluid system
This FF get me thinking. First of all, why don't you throttle the max throughput of a segment by a factor proprotional to it's length? Is that not supposed to be a thing anymore? Then what are pumps good for? And then what speaks againt a more naive approach? Instead of calculating fluid behaviour e...
- Sat Aug 11, 2018 6:51 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 59559
Re: Friday Facts #255 - Construction tools
I feel like I might have missed it in the blueprint conclusion and all the previous FF.
Is editing blueprints going to be more user friendly? No more re-typing the name, re-setting all the flags and finding all the icons in correct order again every time I edit an existing blueprint?
Is editing blueprints going to be more user friendly? No more re-typing the name, re-setting all the flags and finding all the icons in correct order again every time I edit an existing blueprint?
- Thu Aug 09, 2018 4:18 pm
- Forum: General discussion
- Topic: Game+ in Factorio?
- Replies: 17
- Views: 6896
Re: Game+ in Factorio?
I'll say "No, because I hate the Game+ trend". What are you talking about? There are maybe 3 games in total that even have something like that. TVTropes can think of about a hundred . Zelda, Mega Man, Baldur's Gate, Plants vs Zombies... Man that is one long-winded "trend" we hav...